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NecroRebel
2008-10-01, 08:00 PM
The Temporal Power Source

Purpose

The purpose of this project is to create a full homebrewed power source for 4th edition Dungeons and Dragons, including four complete classes, two or more paragon paths for each of those classes, one or more epic destinies intended for those classes (though not restricted to them), new feats, and new items.

The new classes will include a striker, the Periodical, controller, the Chronomancer, leader, the Seer, and defender, the Rifthammer. Epic destinies will include the Eternal. Paragon paths will be decided upon as the base classes are further developed. Feats will include multiclass feats for each of the new base classes and feats to enhance the class features of the new base classes, while items will include new implements, and weapons and items designed to synergize with and mimic the new classes’ powers.

The Temporal power source will focus heavily on mobility and action economy. Many powers will add to the party’s speed, allow members to move or shift while not their turn, change the turn order, or even allow allies to take extra actions on their turns, while others will hinder enemies’ ability to do the same. Most powers that deal damage will inflict physical, necrotic, psychic, and cold damage. Primary attributes will vary somewhat depending on class, but each class will have one or more of Wisdom, Constitution, and Dexterity as important attributes.


New Terrain Type: Rift
Rifts are a form of terrain effect that the Temporal classes will be able to manipulate and create. Dungeon Masters may also choose to include "natural" rift squares as an obstacle or part of a puzzle.
Rift Terrain
Rifts are cracks and holes in the fabric of reality, often caused by tampering with local spacetime. These gaps are more difficult to leave than other squares, and can drastically affect teleportation.

Rift Value: Each square has a Rift Value. Usually this is 0, but can be much higher. Several effects can increase Rift Values. Each square bordering a square with a Rift value is treated as if it had a Rift Value one lower if it does not possess a higher Rift Value already. Note that this effect is transitive; that is, all squares bordering a Rift 3 square are treated as Rift 2 squares, and all other squares bordering those Rift 2 squares are treated as Rift 1 squares. Also note that these squares do not actually have a Rift Value of their own; if the Rift Value of the square providing their own increases or decreases, the outer squares will change accordingly.

Difficult to Leave: Leaving a Rift square takes additional movement equal to the Rift Value of that square. For example, leaving a Rift 3 square and moving into clear terrain takes 4 squares of movement, while moving from the same Rift 3 square into a square of difficult terrain would take 5 movement. Because rifts cost extra movement to leave, it is normally impossible to shift out of it. If a power allows you to shift multiple squares, you may shift out of rifts.

Not Difficult Terrain: Rifts are not difficult terrain. Abilities that allow you to ignore the movement penalties for difficult terrain do not help in rifts, and abilities that allow you to ignore the movement penalties of rifts do not help on difficult terrain.

Enhanced Teleportation: Add the Rift Value of the square to any teleportation effect leaving that square. This has no effect on teleporting into a Rift, and has no effect on any effect, such as a level 10 Wizard's Arcane Gate power, that transports creatures to a single specific square.

Dangerous Teleportation: Creatures teleporting out of a Rift square take 1d4 damage per point of Rift value.

Effects Forced Movement: When a creature is being forced to move by a push, pull, or slide, the Rift does reduce movement out of its squares.

The Classes

Periodical
"Time waits for no one. Your fate is near."

Class Traits
Role: Striker. Your attack powers are very harmful and often cause further damage at a later time. You can elude attacks by relying on your excellent mobility and reducing enemies’ speed and ability to react.
Power Source: Temporal. You gain your abilities through understanding the power of history and its patterns.
Key Abilities: Intelligence, Wisdom, Dexterity

Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 Will, +1 Reflex

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: History. From the class skills list below, choose three more trained skills at first level.
Class Skills: Arcana (Int), Bluff (Cha), Dungeoneering (Int), History (Int), Perception (Wis), Stealth (Dex), Streetwise (Cha)

Build Options: Percussive Periodical, Shifting Periodical
Class Features: Prime Shot, Skirmish, Periodical Tactics

Periodicals are quick and dirty fighters. Periodicals constantly dash into and out of battle, striking and vanishing with unmatched alacrity, and attack with an almost musical pattern to their strikes.
Periodicals are a varied lot. Some find employment in armies as harriers, others live a life as a nomad, while more find their place as adventurers and thrill-seekers. Ultimately, their abilities come to those in all walks of life.
The tempo of life is forever stable and forever changing. You are one who steps to the quickest of beats. Your future awaits.

Creating a Periodical
The two basic builds for a Periodical are the Percussive Periodical and the Shifting Periodical. Periodicals rely on Intelligence, Wisdom, and Dexterity. No Periodical powers or class features rely on Strength, Constitution, or Charisma.

Percussive Periodical
You prefer to deal as much damage as possible. You’re somewhat hardier than other periodicals, which will help when you’re using your powers at point-blank range to take advantage of the extra damage the Percussive powers grant. While your attack rolls rely on Intelligence, you also gain sizable boots to damage from a high Wisdom, so choose those as your highest attributes. Constitution should be your third choice to boost your hit points and Fortitude defense.
Percussive periodicals should choose to be Insightful Skirmishers.
Suggested Feat: Dark Fury (Human Feat: Action Surge)
Suggested Skills: History, Bluff, Perception, Stealth
Suggested At-Will Powers: Percussive Strike, Retardant Ray
Suggested Encounter Power: Percussive Destruction
Suggested Daily Power: Percussive Tear

Shifting Periodical
Shifting Periodicals are more cautious fighters, preferring to keep their distance from enemies and attack with longer-range powers that also hinder opponents’ progress. Like other Periodicals, your attack rolls rely on Intelligence, but you should also make sure your Dexterity attribute is high to gain a benefit on many powers.
Suggested Feat: Improved Initiative (Human Feat: Action Surge)
Suggested Skills: History, Arcana, Dungeoneering, Stealth
Suggested At-Will Powers: Gate Shot, Disruptive Darts
Suggested Encounter Power: Evasive Disruption
Suggested Daily Power: Alacrity Phage

Periodical Class Features
All Periodicals share these class features.

Implements
Periodicals make use of wands and hourglasses to help alter the flow of time. A periodical wielding a wand or hourglass can add its enhancement bonus to the attack and damage rolls of periodical powers, as well as periodical paragon path powers that have the implement keyword. Without a wand or hourglass, the periodical can use these powers, but he doesn’t gain the bonus provided by the magic implement.

Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.

Skirmish
On your turn, if you move at least three squares away from where you started your turn, you may deal extra damage with your attacks. You decide whether to apply the extra damage after you make the damage roll. You can deal this extra damage once per round. As you advance in level, your extra damage increases.

Level__________Skirmish Damage
1st-10th__________2d6
11th-20th__________3d6
21st-30th__________5d6

Periodical Tactics
Periodicals operate in varied ways. Some choose to use their natural grace to move quickly, while others rely on cunning to dart through fierce combat unhindered.
Choose one of the following options.
Alacritous Harrier: You gain a bonus to your speed equal to half your Dexterity modifier.
Insightful Skirmisher: As a move action, you may shift a number of squares equal to your Wisdom modifier.
The choice you make also provides bonuses to certain Periodical powers. Individual powers detail the effects (if any) your Periodical Tactics selection has on them.

Periodical Powers
Your powers are called paradoxes and reward guile, swiftness, and sensibility. Some powers favor a high Dexterity and are well suited for an Alacritous Harrier, while others favor a high Wisdom and are better for an Insightful Skirmisher, but you are free to choose any power you like.

Level 1 At-Will Paradoxes

Percussive Strike Periodical Attack 1
Striking at a particular point on your foe, you cause harmful resonance that you will enhance later.
At-Will * Temporal, Force, Implement
Standard Action
Ranged 5
Target: 1 Enemy
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage. If you have hit the target with this power since the start of your last turn, deal additional force damage equal to your Wisdom modifier.
Increase damage to 2d8 + Intelligence modifier at 21st level.

Gate Shot Periodical Attack 1
Your blast takes advantage of the previously-untouched flow of time to create a devastating disruption in history.
At-Will * Temporal, Necrotic, Implement
Standard Action
Ranged 15
Target: 1 Enemy
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage. If your target is not damaged, make a secondary attack.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Secondary Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier necrotic damage.

Retardant Ray Periodical Attack 1
With a flick of your wrist, a short blue-white beam flies out and strikes your target, forcing it into a stream of slower time.
At-Will * Temporal, Cold, Implement
Standard Action
Ranged 5
Target: 1 Enemy
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier cold damage and the target takes a penalty to Speed equal to your Wisdom modifier.
Increase damage to 4d4 + Intelligence modifier at 21st level.

Disruptive Darts Periodical Attack 1
Tiny lights like stars form around your fingers for a moment before you throw them into the fray.
At-Will * Temporal, Force, Implement
Standard Action
Ranged 10
Target: 1 enemy
Special: Make multiple attack rolls against the single target.
Attack: Intelligence vs. AC, one attack per two points of Dexterity modifier.
Hit: 1d6 force damage per successful attack.
Increase damage to 1d8 at 21st level.

Level 1 Encounter Paradoxes

Percussive Destruction Periodical Attack 1
Drawing upon the resonant frequency of your foe’s self, you cause his body to crack and shatter.
Encounter * Temporal, Force, Implement
Standard Action
Ranged 5
Target: 1 Enemy
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. If you have hit the target with Percussive Strike since the start of your last turn, deal additional force damage equal to twice your Wisdom modifier.
Special: For the purposes of other Periodical powers that have an additional effect due to Percussive Strike, this power counts as Percussive Strike.

Evasive Disruption Periodical Attack 1
Encounter * Temporal, Force, Implement
Standard Action
Ranged 10
Target: 1 Enemy
Special: You may move up to half your speed before or after the attack.
Attack: Intelligence vs. AC
Hit: 2d6 + Intelligence modifier force damage.

Echo Blow Periodical Attack 1
By striking both now and a moment ago, you create echoes of sorts in time which continue to harry your foe as long as it stays nearby.
Encounter * Temporal, Psychic, Implement
Standard Action
Melee touch
Target: 1 enemy
Attack: Intelligence vs. AC
Hit: 1d8 + Intelligence modifier psychic damage.
Effect: At the beginning of your next turn if the target is within 5 squares of you, make a secondary attack against the same target.
Secondary Attack: Intelligence vs. AC
Secondary hit: 1d4 + Intelligence modifier psychic damage, and at the beginning of your next turn you may make another secondary attack.

Opportunity Knocks Periodical Attack 1
By stepping out of time briefly, you wait for the ideal moment to strike.
Encounter * Temporal, Necrotic, Implement
Standard Action
Close Burst 5
Special: You may not take any other actions until the end of your turn. Treat this attack as a readied action. You may specify what action triggers this readied action when the triggering action occurs rather than when you readied the action.
Target: One enemy in burst.
Attack: Intelligence +2 vs. Reflex
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is immobilized until the beginning of its next turn.

Level 1 Daily Paradoxes

Percussive Tear Periodical Attack 1
Ripples spread through time and space from your target. By striking at the precise moment, you amplify these ripples into a short-lived breach in reality.
Daily * Temporal, Force, Implement
Standard Action
Ranged 5
Target: One enemy
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier force damage. If you have hit the target with Percussive Strike since the start of your last turn, it and all creatures within 1 square of it take force damage equal to twice your Wisdom modifier.
Special: For the purposes of other Periodical powers that have an additional effect due to Percussive Strike, this power counts as Percussive Strike.

Time Loop Periodical Attack 1
Time shifts at your will, forcing an opponent to repeat the same moment over and over.
Daily * Temporal, Psychic, Implement
Standard Action
Melee touch
Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier psychic damage, 5 ongoing psychic damage, and at the end of the target’s turn, it teleports to the location it was in at the beginning of its turn (save ends both).

Alacrity Phage Periodical Attack 1
Calling upon your knowledge of time’s flow, you consume an enemy’s speed to empower yourself.
Daily * Temporal, Necrotic, Healing, Implement
Standard Action
Ranged 15
Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage. In addition, the target takes a -1 penalty to its speed, for every square it moves or shifts, it takes necrotic damage equal to your Dexterity modifier, and you heal a number of hit points equal to your Wisdom modifier (save ends all).

Eons Extant Periodical Attack 1
By altering your own perception of time so seconds pass like millennia, you can effectively counter any move your opponents make.
Daily * Temporal, Psychic, Zone, Implement
Standard Action
Close burst 10
Effect: You are immobilized until the end of your next turn. If an enemy within the zone moves or shifts before the end of your next turn, make an attack against them as a free action.
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier psychic damage, and the movement or shift is cancelled.
Sustain standard: You are immobilized until the end of your next turn, and the effect persists.

Level 2 Utility Paradoxes

(To be announced)

Chronomancer

"I am the alpha and the omega; beginning, end, and everything in between. Most of all, though, I am your end.

Class Traits
Role: Controller. You command the battlefield by changing how opponents act, sometimes slowing or stopping their movement, other times aging them to infancy or dust.
Power Source: Temporal. Time is your plaything, as are all those caught within its eddies and flows. To you, time is as familiar as your own body, and shifts just as easily.
Key Abilities: Wisdom, Intelligence, Charisma

Armor Proficiencies: Cloth
Weapon Proficiencies: Quarterstaff, Club
Implements: Staffs, Orbs, Hourglasses
Bonus to Defense: +2 Will

Hit Points at First Level: 10 + Constitution score.
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier.

Trained Skills: Choose one of Arcana or History. From the class skills list below, choose three more trained skills at first level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Religion (Int)

Build Options: Slow Chronomancer, Stop Chronomancer
Class Features: Temporal Implement Mastery, Ritual Casting, Riftlord, Internal Hourglass

Chronomancers are the truest masters of time. Its passage is well-known and well-documented to them, and with this knowledge comes the skill needed to actually alter that flow. This, then, is their greatest weapon: no one can truly escape time for long, and no one can truly escape the Chronomancers.
The study of time comes through many paths. Sometimes, those studying the arcane arts stumble upon long-forgotten tomes of altered history. Other times, the talent arises seemingly out of nowhere. Many practitioners learned the art within the clergy. Whatever the path you walk, the result is the same.
History groans at your passage, and it is yours to scribe. Will you leave a lasting mark writ on the wings of eternity?

Creating a Chronomancer

Chronomancers have a variety of powers, but tend to specialize in one of two areas: Slow Chronomancer and Stop Chronomancer. Every Chronomancer relies on their Wisdom for attack powers, and secondarily on their Intelligence and Charisma for secondary effects.

Slow Chronomancer
Your powers tend to focus on wide areas of effect, heavier damage, and less debilitating effects than your compatriots. Withering your foes with an instant age and freezing parts of their bodies in time to shatter their limbs are your pleasures. Wisdom drives your attacks and damage and is your most important ability, while Charisma helps improve your damage in conjunction with the Apocalypse Orb feature and so should be your second-best score. Putting a good score in Constitution will help you stay alive by increasing your hit points and healing surges and can also help drive your Staff of Existence if you choose it.
Suggested Feat: (to be announced)
Suggested Skills: (to be announced)
Suggested At-Will Powers: (to be announced)
Suggested Encounter Power: (to be announced)
Suggested Daily Power: (to be announced)

Stop Chronomancer
Your powers tend to focus on denying your foes the ability to act altogether. With less ability to deal damage than some other chronomancers, you are still an effective combatant by taking advantage of the ability to stun, daze, immobilize, and otherwise debilitate opponents. Like other chronomancers, Wisdom drives your ability to hit and hurt enemies. Intelligence should also be kept high, as it improves the Genesis Hourglass feature, and Constitution is also helpful by improving your hit points and healing surges and the Staff of Existence ability if you choose to use it.
Suggested Feat: (to be announced)
Suggested Skills: (to be announced)
Suggested At-Will Powers (to be announced)
Suggested Encounter Pwer: (to be announced)
Suggested Daily Power: (to be announced)

Chronomancer Class Features

All Chronomancers share the following class features.

Implements
Chronomancers make use of hourglasses, staves, and orbs to help alter reality. Every chronomancer chooses a single type of implement to specialize in. Without an implement, a chronomancer can still use their powers. Any chronomancer wielding an hourglass, orb, or staff can add its enhancement bonus to attack rolls and damage rolls of chronomancer class powers and chronomancer paragon path powers that have the Implement keyword.

Temporal Implement Mastery
You specialize in one form of implement to gain additional abilities when you use it. Choose one of the following forms of implement mastery.
Genesis Hourglass: When you are holding an hourglass, once per encounter as a free action when you affect an enemy with an effect that will end at the end of your next turn, you may instead cause that effect to last until the enemy makes a successful saving throw or a number of rounds equal to your Intelligence modifier, whichever comes first.
Staff of Existence: While wielding a staff, you gain a +1 bonus to your Fortitude defense. In addition, once per round as a free action you may make a saving throw against any one effect that a save can end. You may use this power a number of times per encounter equal to your Constitution modifier.
Apocalypse Orb: If you are holding an orb, once per encounter as a free action you may gain a bonus to your next damage roll before the end of your next turn equal to your Charisma modifier.

Ritual Casting
You gain the Ritual Caster feat (Player's Handbook page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player's Handbook).

Riftlord
Any time one of your chronomancer powers damages a creature within a rift, deal additional damage equal to the rift's Rift Value.

Internal Hourglass
You always know what the exact time is down to 1/10th of a second, and always know which directions are up and north. Further, you gain a +1 bonus to Initiative at level 1, and an additional +1 at levels 11 and 21.

Chronomancer Powers

Your temporal powers are called paradoxes and require a strong will to keep from breaking from your control.

Level 1 At-Will Paradoxes

Precipitate Least Planar Breach Chronomancer Attack 1
Eternity flows in a wave at your word, unrealising your foes.
At-Will * Temporal, Necrotic, Implement
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier necrotic damage.
Increase damage to 2d8 + Wisdom modifier at level 21.
Effect: The Rift Value of the burst's origin square increases by 2. At the end of your turn and at the end of your next turn, the Rift Value of this square decreases by 1.

Diversion Chronomancer Attack 1
Your opponent thinks his timing is perfect; that's what you want him to think, after all.
At-Will * Temporal, Psychic, Implement
Standard Action
Ranged 10
Target: One creature.
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage, and your target cannot make opportunity attacks until the end of your next turn.
Increase damage to 2d6 + Wisdom modifier at level 21.

Quintessent Mist Chronomancer Attack 1
Drawing liquid time from the continuum, you send out a wave of silvery mist to envelop your foes.
At-Will * Temporal, Implement
Standard Action
Close blast 3
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Wisdom modifier at level 21.

Entropy Chronomancer Attack 1
Everything that has a beginning must also have an end. You know that their end is near.
At-Will * Temporal, Necrotic, Implement
Standard Action
Area burst 2 within 10 squares
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier necrotic damage.
Increase damage to 2d6 + Wisdom modifier at level 21.

Level 1 Encounter Paradoxes

Coalesce Quintessence Chronomancer Attack 1
A tiny amount of time precipitates into your hand, and you quickly toss it at a foe before it can do you any harm.
Encounter * Temporal, Implement
Standard Action
Ranged 5
Target: One creature
Attack: Wisdom vs. AC
Hit: 1d8 + Wisdom modifier damage, and the target is stunned until the end of your next turn.

Worldcracker Chronomancer Attack 1
With a shout, reality before you creaks and groans.
Encounter * Temporal, Necrotic, Implement
Standard Action
Close blast 5
Target: Creatures in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier necrotic damage, and the Rift Value of the target's square increases by one. At the end of your next turn, the Rift Value of those squares decreases by one.
Effect: The Rift Value of the squares in the blast increases by one. At the end of your next turn, the Rift Value of those squares decreases by one.

Open Rift Chronomancer Attack 1
The cracks in the world are already there. You just widen them and force your enemies through.
Encounter * Temporal, Necrotic, Implement
Standard Action
Area Special
Special: Choose one rift space within 10 squares that you can see and have line of effect to. This power's area is a burst equal to that square's Rift Value.
Target: Creatures in burst.
Hit: 1d6 necrotic damage per point of Rift Value of the square the target is in. The target teleports 0 squares (this does not include the increase in teleport distance from the Rift itself).

Binding Chains Chronomancer Attack 1
By linking your foes to one moment in time, one point in space, you hold them still.
Encounter * Temporal, Force, Implement
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst.
Hit: 1d6 + Wisdom modifier force damage, and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.

Level 1 Daily Paradoxes

Ouroboros's Breath Chronomancer Attack 1
The Eternal Dragon's breath is said to stop a victim in time. While not quite as strong as the Dragon Lord, your own breath can still push enemies into stasis.
Daily * Temporal, Necrotic, Implement
Standard Action
Close blast 3
Target: Each creature in blast.
Hit: 2d8 + Wisdom modifier necrotic damage, and the target is stunned until the end of your next turn. After the target recovers from being stunned, they are dazed until the end of your next turn.
Miss: Half damage, and the target is dazed until the end of your next turn (no stun, and no aftereffect).

Quintessent Ray Chronomancer Attack 1
A silvery beam of liquid seems to pulse towards your target, freezing him in time like a statue.
Daily * Temporal, Implement
Standard Action
Ranged 5
Target: One creature
Hit: 3d6 + Wisdom modifier damage, and the target is petrified (save ends).

Precipitate Lesser Planar Breach Chronomancer Attack 1
Your foes are real now. Soon, they will be not.
Daily * Temporal, Necrotic, Implement
Standard Action
Area burst 3 within 15 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 3d4 + Wisdom modifier necrotic damage.
Effect: The Rift Value of the burst's origin square increases by 4. At the end of your turn, and at the end of your next 3 turns, the Rift Value of that square decreases by 1.

Entropic Burst Chronomancer Attack 1
With a flick of your wrist, you hurry the inevitable chaos time would inflict on your enemies.
Daily * Temporal, Cold, Implement
Standard Action
Area burst 1 within 10 squares
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier necrotic damage.
Miss: Half damage.

Level 2 Utility Paradoxes
(to be announced)

chronoplasm
2008-10-01, 08:09 PM
Anything I can do to help you with this word, just say the word!

Although... I think Periodical is kind of a lame name.


So anyway, I was looking through a blog by one of the guys who designed the figurines for Teenage Mutant Ninja Turtles, right? Well, one of the designs that was never used was for a Time-Traveler Raphael figure that showed him wearing all these items and armor pieces collected from all over history. That gives me a suggestion that could apply to any of your classes:
Have a class where one of the classes is Past NAME and the other is Future NAME.

Shadow_Elf
2008-10-01, 08:18 PM
How about for the leader we call it Seer? I can see a Seer using his/her foresight to grant bonuses to initiative, as well as undoing wounds via temporal manipulation. I'd certainly rather play a class called the Chronomancer than a class called the Scheduler :smalltongue:.
I'd be happy to help out here wherever I can.

(btw, I say Seer since I already have a set of class features and some tentative at-wills for them from a previous project that I haven't worked on in awhile).

EDIT: Here, I'll just post the material. It was originally intended for a Psion, so some of the wording may be off. And I think one of these at-wills is overpwered, might be mind bog.

Seer

“I do not fear death, for I can see it coming. You do not have my luxury. Sucks to be you…”

Role: Leader: You enter battle with a smug understanding of the world around you and ahead of you, and your supreme confidence is contagious.
Power Source: Temporal. Your power stems from the continuity of time and your ability to manipulate it and observe it.
Key Abilities: Intelligence, Wisdom, Charisma

Armour Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff, Hand crossbow
Implements: Orbs and Staves
Bonus to Defences: +2 Will

Hit Points at 1rst Level: 10 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution Modifier

Trained skills: Insight. From the class skill list below, select four more:
Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis) History (Int), Insight (Wis), Nature (Wis), Perception (Wis)

Build Options: Protecting Voice, Voice of Dooms
Class Features: Foresight, Ritual Caster, Seer’s Shroud, Telepathy

Seers are time masters who bend their will to seeing into the future and solving impossible puzzles and questions. They stay back from the front line, preferring to assault enemies with a wave of psychic powers from afar, healing and protecting allies in need when necessary. In their studies they have unearthed the true names of many denizens of the planes, and they can call upon them in times of dire need.
As a Seer you are confident in your mastery of knowledge and the future. You could be a care-free hermit studying the universe among the trees of a deep forest, or you could be an oracle for hire in a bustling city, offering your foresight to any who will pay. Regardless of how you use your gift, you are a master of the mind, and your enemies quaver in fear when they find a foe that no shield can stop, no matter how sturdy.
With your musty tomes in hand and your crystal ball at the ready, you dare to face any challenge with the inner surety of your victory.

Creating a Seer

The two types of Seer are Protecting Voice and Voice of Dooms. While some Seers rely on Intelligence and others on Charisma, Wisdom is important to every Seer, no matter which school they belong to.

Voice of Dooms
You love to cause mayhem with the minds of your enemies, revealing secrets of the future and the past that break their will and destroy their confidence. You favour Wisdom, as all Seers’ do, for your Foresight and skill checks, as well as to power the majority of your spells. Your secondary ability should be Intelligence, for it powers a subset of your most powerful manifestations. Charisma should be your third best score, in case you want any powers from the other build, but a good score in Constitution wouldn’t hurt to keep you on your feet in battle.
Suggested Feat:
Suggested At-Will Powers: Calming Suggestion, Psychic Orchestration
Suggested Encounter Power:
Suggested Daily Power:

Protecting Voice
Your manifestations are focused around protecting your allies from harm. You use shielding and encouraging spells, as well as defensive summoning spells, in combat. Your primary ability is Wisdom, and you use it for knowledge checks and a great deal of your powers. Charisma is your secondary score, as you will use it for the secondary effects of your boosting manifestations. Intelligence should be tertiary, for a good Reflex defence and in case you want some spells from the other build. A good Constitution score goes a long way in increasing your survivability as well.
Suggested Feat:
Suggested At-Will Powers: Mind Bog, Tactical Insight
Suggested Encounter Power:
Suggested Daily Power:

Class Features

Foresight
You and all allies within your telepathy range gain a +2 power bonus to initiative checks.

Ritual Caster
You gain the Ritual Caster feat as a bonus feat. In addition, you can purchase any ritual with the Scrying or Divination category at half price. This includes scrolls.

Seer’s Shroud
Seers can envelope allies in temporal loopholes, undoing wounds they have suffered.

Telepathy
You gain Telepathy out to 10 squares.

Seer Powers

Class Feature

Seer’s Shroud
“With a thought, you envelope a nearby ally with the ebb and flow of time, undoing their wounds”
Encounter (Special) * Psionic, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use seer’s shroud three times per encounter.
Minor Action Range Telepathy
Target: One ally in range
Effect: The target can spend a healing surge and regain an additional 1d6 hitpoints.
The amount of additional hitpoints increases to 2d6 at level 6, 3d6 at level 11, 4d6 at level 16, 5d6 at level 21 and 6d6 at level 26.

Level 1 At-Will Manifestations

Tactical Insight
“You assault a foe’s mind, robbing of them some of their strategy and conveying it to a nearby ally”
At-Will * Psionic, Psychic, Implement
Standard Action Ranged Telepathy
Target: One creature in range
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage and an ally within telepathy range gains a +2 power bonus to all defences against the attacks of the target until the end of your next turn.
Increase damage to 2d8 at level 21.

Calming Suggestion
“You use your mind to convince your foe to lower their guard, and you then send a message to an ally to take advantage of their weakness”
At-Will * Psionic, Psychic, Implement
Standard Action Ranged Telepathy
Target: One creature in range
Attack: Wisdom vs. Will
Hit: 1d6 + wisdom modifier psychic damage and one ally within telepathy range gains a bonus to attack rolls against the target equal to your intelligence modifier.
Increase the damage to 2d6 at level 21.

Mind Bog
“You fill a creatures mind with visions of the past, future and present, and their reactions are slowed by the deluge”
At-Will * Psionic, Psychic, Implement
Standard Action Ranged Telepathy
Target: One creature in range
Attack: Charisma vs. Will
Hit: Charisma modifier psychic damage and the target is dazed until the end of your next turn.

Psychic Orchestration
“You draw the attention of your foe, and when their back is turned, you have an ally hit them from behind”
At-Will * Psionic, Psychic, Implement
Standard Action Ranged Telepathy
Attack: An ally within telepathy range makes a melee basic attack against the target with a +2 bonus.
Hit: Ally’s basic attack damage

NecroRebel
2008-10-01, 08:42 PM
Anything I can do to help you with this word, just say the word!

At this point, the biggest help you can provide is to provide names (which, as you might be able to tell, I'm terrible at) and power, feat, and item concepts. Even one full class is, frankly, ludicrously ambitious for one person to think up all on their own. Just this much, which really is just the first little bit of one class, has taken me 2 days to do. With another dozen levels of powers, each with 3 or 4 powers, a pair of paragon paths, equipment, and feats, the Temporal striker alone will likely take more than a week, and then I have 3 others to work on... :smallsigh:

This is really a work in progress and will likely be a personal project of mine for quite a while :smallbiggrin:


Although... I think Periodical is kind of a lame name.

Yeah, it is. I'm horrible at thinking up good ones, though.


So anyway, I was looking through a blog by one of the guys who designed the figurines for Teenage Mutant Ninja Turtles, right? Well, one of the designs that was never used was for a Time-Traveler Raphael figure that showed him wearing all these items and armor pieces collected from all over history. That gives me a suggestion that could apply to any of your classes:
Have a class where one of the classes is Past NAME and the other is Future NAME.

I had actually planned on naming the paragon paths for the Temporal leader Envoy of the Beginning and Envoy of the End, being more heal-focused and more buff-focused, respectively. On that note:


How about for the leader we call it Seer? I can see a Seer using his/her foresight to grant bonuses to initiative, as well as undoing wounds via temporal manipulation. I'd certainly rather play a class called the Chronomancer than a class called the Scheduler .
I'd be happy to help out here wherever I can.

(btw, I say Seer since I already have a set of class features and some tentative at-wills for them from a previous project that I haven't worked on in awhile).

EDIT: Here, I'll just post the material. It was originally intended for a Psion, so some of the wording may be off. And I think one of these at-wills is overpwered, might be mind bog.

All good stuff. Certainly a better name for a leader than I had, and the concept works with the fluff I had planned as well. I'll pick through it as I get to the leader (planning on working on the controller in the next few days).

Shadow_Elf
2008-10-01, 09:02 PM
Also, taking a quick glance at the powers, some things stick out.
Gate Shot is overpowered. I'd consult Spiteful Glamour (Darklock at-will) for ideas on the same concept.
I'd just make the effects of Retardant Ray slowed until the end of your next turn (although that's not very striker-ish. Something that'd give you a better to-hit would probably be a better choice.)
Something's been ommitted from percussive shots.
Darts power is too complicated. I'd just model after scorching burst (but again, that's war controller, not so much striker)

Haven't had a chance to look at the encounters etc. yet.

chronoplasm
2008-10-02, 04:18 AM
These aren't for any specific class you have there, I'll let you fit these in as needed, but I have a few concepts for powers.

First, you should have powers that allow you to summon creatures from different time periods.
From the past, you could summon a Dinosaur.
From the future, you could summon a highly advanced construct that shoots lasers (radiant damage).
It would also be cool to be able to summon... YOURSELF. That is, at paragon tier, it would be cool to be able to summon a level 1 version of yourself to fight by your side.
You would give your summoned creatures commands as a minor action.

Another idea... a dimensional pocket of fast time. One target (other than yourself) may disappear for a turn and reappear a day older with all daily powers recharged!


Ongoing damage is a must as it represents the idea of... damage over time.
Likewise, ongoing life gain would also be quite interesting where instead of making a save to end, the target must roll to sustain the effect.

Fountain of Youth (ongoing healing and buffs over time)
Fountain of Age (ongoing necrotic damage and debuffs over time)
Entropic Curse (cumulative ongoing fire or cold damage, increasing each turn!)
Borrowed Time (you acrue a debt as the effect sustains that must be paid when the effect ends.)


Actually, Borrowed Time could be stretched out into quite a few powers...

Timebomb (when the effect ends, the target unleashes a close burst attack. Damage is determined by how long the effect was sustained.)
Celestial Investment (you lose life as you sustain the effect, but when the effect ends you gain that life back plus interest and you can spread it out amongst your party!)
Infernal Debt (you gain life upfront, but you have to pay it back later plus interest)
Burnout (as you sustain the effect, you add a increasing fire damage to your attacks, but when the effect ends you take damage equal to the number of turns you sustained the effect for. This would be a good striker power I think.)

NecroRebel
2008-10-02, 04:58 PM
Also, taking a quick glance at the powers, some things stick out.
Gate Shot is overpowered. I'd consult Spiteful Glamour (Darklock at-will) for ideas on the same concept.

Hadn't had a chance to look at FRPG until last night after I had posted, so I wasn't sure what would be balanced. Looking at Spiteful Glamour, I've altered Gate Shot to be 1d6 + int on the main shot, with another 1d6 + dex on the secondary attack. Slightly more damaging than SG, but doesn't automatically deal extra damage.


I'd just make the effects of Retardant Ray slowed until the end of your next turn (although that's not very striker-ish. Something that'd give you a better to-hit would probably be a better choice.)

I actually made it not use the slow status on purpose. It's based off of Ray of Frost from the Wizard list, but with slightly higher damage (2d4 + int instead of 1d6 + int) and with a weaker status effect. However, the status effect scales with levels and might eventually become more powerful.


Something's been ommitted from percussive shots.

I'm not sure what you're referring to. Initially, I had planned on it being untyped damage, which is why that was omitted (now I've decided to make them Force powers instead).


Darts power is too complicated. I'd just model after scorching burst (but again, that's war controller, not so much striker)

I've altered the functionality here. Now, it's ranged 10 instead of area, 1 target, with multiple attacks based on your Dexterity modifier, but no Int to damage. Much more strikery, keeps the Dex reliance, and is now the Dex-based high-damage attack to match the Wis-based Percussive Strike.



chronoplasm, those are all good ideas. Some are similar to concepts I had myself, while others are new to me but that I think I'll probably try to implement.

Shadow_Elf
2008-10-02, 07:03 PM
If you the target with this power since the start of your last turn, deal additional force damage equal to your Wisdom modifier.

This is the part from percussive shots that confused me. If I ___ the target, I deal extra damage. What do I do to fulfill this requirement? run away? attack? avoid? hit? This was the omission to which I was referring.

NecroRebel
2008-10-02, 07:45 PM
This is the part from percussive shots that confused me. If I ___ the target, I deal extra damage. What do I do to fulfill this requirement? run away? attack? avoid? hit? This was the omission to which I was referring.

Ah, I see it now. Apparently i managed to omit the word "hit" in that spot. And since I knew it was supposed to be there, when I reread it my mind just put it in automatically :smallsigh: Ah well, that's what editors are for :smallwink:

chronoplasm
2008-10-02, 08:17 PM
Your striker should have two handed combat. Get it?! Two hands! Like a clock!

Also, some names for powers:

Daybreak
Reveille
Witching Hour
Blue Hour

NecroRebel
2008-10-07, 10:34 PM
Updated 10/7/08.

New stuff:

-Rules for Rifts, which will be heavily used by Chronomancers and Rifthammers, and will also be of use by Periodicals and Seers.

-Added Chronomancer class.

-Added Chronomancer level 1 powers.



Still looking for a better name for the temporal striker, balance help with all powers and class features, name and mechanic suggestions for powers (can include simple themes; several Periodical powers are named Percussive and all have a similar mechanic, for an example of a theme), paragon path suggestions, and feat, item, and ritual ideas.

chronoplasm
2008-10-08, 05:50 AM
Temporal Striker:

Horologist?
Clock Face?
Pendulum?
Timekeeper?

Shadow_Elf
2008-10-08, 07:10 AM
How about Temporal Striker:

Infinity Blade

chronoplasm
2008-10-08, 07:13 AM
^To infinity and beyond!

Inyssius Tor
2008-10-08, 07:39 PM
Updated 10/7/08.

New stuff:

-Rules for Rifts, which will be heavily used by Chronomancers and Rifthammers, and will also be of use by Periodicals and Seers.

-Added Chronomancer class.

-Added Chronomancer level 1 powers.



Still looking for a better name for the temporal striker, balance help with all powers and class features, name and mechanic suggestions for powers (can include simple themes; several Periodical powers are named Percussive and all have a similar mechanic, for an example of a theme), paragon path suggestions, and feat, item, and ritual ideas.

I love Periodical: keep it! It doesn't actually have "time" in the name, which is a serious plus; it has a flavor of its own; it hasn't been overused--or used much at all, ever, for that matter. It's not a stupid pun; it's not a synonym for anything; it's obviously time related, but it's not one of the obvious synonyms that pops into the head of everyone and their timeclone when they start talking about time travel.

And Infinity Blade is two words; of course that just won't do. :smallwink:

As for powers...

> Bootstrap (Something Utility X)
"Ah, perfect, that's exactly what I needed. Thank you, future me."

> Something that has a free/immediate-interrupt activation time, but which requires you to expend a standard action some fixed time in the future to go back and make it happen (oh, and maybe some sustain minor or sustain move options to keep the effect going until then); if you're unable (or unwilling?) to do that... burst 1, damage (and/or other effects) to you and adjacent creatures, and Rift within the burst.

> Hit: 2[W]; if this power reduces the target's hit points to 0 or lower, the target has been dead since the start of your last turn. Any single-target powers expended on the target since that time are refreshed, any damage the target dealt since that time is healed, and any effects or conditions the target inflicted since that time are negated.

> Hit: The target's last standard action did not happen. Any effects, damage, or conditions the target inflicted are negated; any effects, damage, or conditions the target negated are re-inflicted; any consumables the target consumed are un-consumed; any powers the target expended are refreshed.
If you wish, you may expend a minor action to do the same for the target's last minor action.
If you wish, you may expend a move action to teleport the target to the square where it was before the start of its last move action. If you do, any effects directly caused by the target's last move action are negated.

> A blast that gives an area some Rift, and... ooh, gives every creature within the zone an extra turn, taking place according to initiative order. During this artificial extra round, creatures within the zone may not have any affect on anything outside the zone. Teleportation effects which would move a creature outside the zone function as normal (well, normal for Rift areas), but automatically end that creature's extra turn. Forced movement our of the zone, if it can overcome the Rift's inherent resistance, also automatically ends the creature's extra turn. (E: This'd probably be a level 22 utility, or level 26 Epic Destiny utility, since Time Stop is a Wizard Utility 22.)

EDIT: And I don't think we have a Delay Teleport power yet. Immediate interrupt, trigger: a teleportation effect ends within 20 squares of you, effect: all creatures affected by the effect do not reappear in the space or spaces where they would have appeared until the end of your next turn. If their turns would have fallen between the triggering of this power and the end of your next turn, their turns are skipped. If this power interrupts a target's turn, that turn resumes as normal after your next turn ends.
Sustain standard: the effect does not end until the end of your next turn.

Or something like that, I dunno.

EDIT EDIT: Idea for an Epic Destiny "when you die" power: you come back as a quantum echo of your character. You can use powers you've already expended in that encounter, but you can't use any other powers. If you die again, maybe you can only use the powers your quantum echo has expended in that encounter...?

EDIT EDIT EDIT: Attack: three creatures within range. Hit: Roll 3d8 damage. If that much damage would kill one of the targets, deal it to that creature. Actually deal 1d6 damage to the other targets. (Collapsing the wave-function when you find a weakness, see?)